macos - 如何为我的 Hangman 游戏添加新功能?
问题描述
我正在做一个游戏,刽子手。我有密码,如果你输了,我只想显示这个词。我怎样才能做到这一点?
hangman's init()--by Londres on Stack Overflow
script hangman
property stdin : missing value
property stdout : missing value
property dict : missing value
on init()
--starting up the game
set stdin to parent's hangmanStdin's alloc()'s init()
set stdout to parent's hangmanStdout's alloc()'s init()
set dict to parent's hangmanDictionary's alloc()'s init()
my mainLoop()
end init
on mainLoop()
repeat --endless
set option to stdin's getOptions("Lobby", "What would you like to do?", {"New Game", "Quit"})
if option is "New Game" then
set difficulty to stdin's getOptions("New Game", "Choose your difficulty", {"Normal", "Easy", "Hard"})
--replace this line with an automatic word generator
set x to parent's hangmanGame's alloc()'s initWithWordAndDifficulty(dict's getWord(), difficulty)
if x's startgame() is false then
return
else
stdout's printf("You've scored " & x's score & " points.")
end if
--game is over so clear it
set x to missing value
else
exit repeat
end if
end repeat
end mainLoop
on shouldTerminate()
return true
end shouldTerminate
on alloc()
copy me to x
return x
end alloc
end script
script hangmanGame
property parent : hangman
property wordToGuess : missing value
property maxFaults : missing value
property usedChars : missing value
property faults : missing value
property score : 0
on initWithWordAndDifficulty(theWord, theDifficulty)
if theDifficulty = "Hard" then
set my maxFaults to 5
else if theDifficulty = "Normal" then
set my maxFaults to 8
else --easy or any other value will be handled as easy
set my maxFaults to 12
end if
set my wordToGuess to theWord
set my usedChars to {}
set my faults to 0
set my score to 0
return me
end initWithWordAndDifficulty
on startgame()
repeat --endless
set __prompt to "Faults Left: " & maxFaults - faults & return & "The Word: " & my makeHiddenField()
set c to parent's stdin's getChar(__prompt)
if c = false then
return false
end if
--first check if getChar did give us any result
if length of c is not 0 then
--check if teh character is valid
if c is in "abcdefghijklmnopqrstuvwxyz" then
--check if we already checked this before
if c is not in my usedChars then
set end of my usedChars to c
--check if player guessed wrong character
if c is not in wordToGuess then
set faults to faults + 1
end if
end if
end if
end if
--check if player guessed all characters of word
if my wordGuessed() then
set my score to ((25 * (26 / (length of my usedChars))) as integer)
return true
end if
--check if player reached the max faults he's allowed to make
if my faults = my maxFaults then
return 0
end if
end repeat
end startgame
on wordGuessed()
repeat with aChar in every text item of my wordToGuess
if aChar is not in my usedChars then
return false
end if
end repeat
return true
end wordGuessed
on makeHiddenField()
set characterArray to {}
repeat with aChar in every text item of my wordToGuess
if aChar is in my usedChars then
set end of characterArray to aChar as string
else
set end of characterArray to "_"
end if
end repeat
set AppleScript's text item delimiters to space
set hiddenField to characterArray as string
set AppleScript's text item delimiters to ""
return hiddenField
end makeHiddenField
end script
script hangmanDictionary
property parent : hangman
property wordsPlayed : missing value
property allWords : missing value
on init()
set wordsPlayed to {}
--try to get more words from a file for example
set allWords to {"Hangman", "Police", "Officer", "Desktop", "Pencil", "Window", "Language", "Wealthy", "Trauma", "Spell", "Rival", "Tactical", "Thin", "Salty", "Bluish", "Falcon", "Distilery", "Ballistics", "Fumbling", "Limitless", "South", "Humble", "Foreign", "Affliction", "Retreat", "Agreeable", "Poisoner", "Flirt", "Fearsome", "Deepwater", "Bottom", "Twisted", "Morsel", "Filament", "Winter", "Contempt", "Drimys", "Grease", "Awesome", "Compulsive", "Crayon", "Prayer", "Blonde", "Backbone", "Dreamland", "Ballet", "Continuous", "Aerobatic", "Hideous", "Harmonic", "Lottery", "Encrypt", "Cable", "Aluminium", "Hunter", "National", "Hunter", "Mechanical", "Deadbeat", "Opposition", "Threat", "Decadent", "Gazelle", "Guild", "Authoritive", "Deliverance", "Severe", "Jerid", "Alarm", "Monochrome", "Cyanide", "External", "Potential", "Section", "Innocent", "Drifting", "Amnesia", "Domino", "Flimsy", "Flamethrowing", "Advocate", "Hirsute", "Brother", "Ephemeral", "Brutal", "Decade", "Drauma", "Dilemma", "Exquisite", "Glimmer", "Fugitive", "Digital", "Associate", "Ambivalent", "Ambulatory", "Apology", "Brawler", "Molecular", "Insurance", "Contractual", "Initial", "Calibration", "Heretical", "Disclosure", "Guerilla", "Dismember", "Minimal", "Altercation", "Eastern", "Integrate", "Femur", "Metallic", "Ambition", "Auxiliary", "Esoteric", "Converse", "Accepting", "Juvenile", "Efficacious", "Complex", "Imperil", "Division", "Onerous", "Astonish", "Scandalous", "Quaint", "Dominate", "Contrary", "Conspiracy", "Earthquake", "Embarrassment", "Exclude", "Ambiguous", "Captivate", "Compliance", "Migration", "Embryo", "Abandon", "Conservation", "Appreciate", "Applaud", "Pension", "Voyage", "Influence", "Consensus", "Incapable", "Economy", "Parameter", "Contrast", "Sensitive", "Meadow", "Chimney", "Familiar", "Serious", "Credibility", "Infrastructure", "Museum", "Relinquish", "Merit", "Coalition", "Retirement", "Transaction", "Official", "Composer", "Magnitude", "Committee", "Privilege", "Diamond", "Obligation", "Transition", "Jockey", "Reinforce", "Conflict", "Offensive", "Detective", "Effective", "Detector"}
return me
end init
on getWord()
set randomNr to (random number from 1 to (length of (my allWords))) as integer
--you could do somethinh here when a word is used again
return item randomNr of my allWords as string
end getWord
end script
script hangmanStdin
property parent : hangman
on init()
return me
end init
on getChar(__prompt)
set x to display dialog __prompt buttons {"Go", "Quit"} default button "Go" default answer ""
if button returned of x = "Quit" then
return false
end if
if length of x's text returned = 0 then
return ""
end if
return character 1 of x's text returned
end getChar
on getOptions(__title, __message, __options)
return button returned of (display alert __title message __message buttons __options default button 1)
end getOptions
end script
script hangmanStdout
property parent : hangman
on init()
return me
end init
on printf(__message)
display dialog __message buttons {"OK"} default button 1
end printf
end script
我怎么能做到,如果你输了比赛,它不仅说你得了0分,而且还说他们错过了这个词。我正在尽我所能来完成这件事。这是我正在做的一个项目,旨在了解编码的基础知识。花了我一段时间。
解决方案
您只是检查hangmanGamestartGame()
处理程序的返回结果是否为false,但如果使用了所有故障,则处理程序返回0。您可以在那里添加一个额外的检查,但最简单的方法可能是在startGame()
比较中添加一个对话框,例如:
if my faults = my maxFaults then
display dialog "The word was " & quoted form of wordToGuess
return 0
end if
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